Castle Story

Show of hands, how many of you usually end up with a 85% more stockpiles filled with bricks than you need? This update’s for you!

Added resource toggles on the quarry and the tunnel, allowing you to instruct Bricktrons not to gather stone, brimstone or iron. Instead, Bricktrons working on that task will destroy the resources that are toggled off instead of bringing them back to c clutter your stockpiles! In longer games, a reduced number of stockpiles in your game will improve performance.

Quarries now capped at 8 instead of 4 automated Bricktrons.

There are changes on the horizon.. literally.

Fixed the hotkey for Blueprint Management not working.

Added a label to the menu/home button for its hotkey: F10.

Minor changes & fixes in the localization.[/ist]

You have fun and don’t stare at the sky too long, there are Corruptrons on your doorstep!

This update is something we’ve wanted into the game for quite a while now, but finding a logical hotkey for every thing in a game like Castle Story has proven to be quite the headache. But we’ve done it!

Today’s update will add hotkeys to almost everything in the game and changes some of the keyboard’s usability to a more user friendly approach.

Also, we’ve slipped in some changes to the balance of military units. Here’s the full changelog;

A little bird told us there was an illicit, fight-club like underground hidden tournament being organized by blood-thirsty members of the community in which Castle Story players face each other off at PvP battles in the game.

In light of this competition and considering, from what we’ve heard, that if you die in this tournament you die IRL, we’ve decided to divert some effort to fix an old bug that made multiplayer games a little unfairly biased towards the person hosting the game;

- Fixed an issue where the host would see the energy lines of other players’ wards in the fog of war.

Hey hey hey! We’re back at it again with the updates and this one will seriously improve the fluidity of the Bricktrons.

We’ll jump right into the big change; we’ve adjusted the Bricktrons’ pathfinding AI to allow them to calculate paths through each other! No more traffic jams, bumping and switching resources, which tended to slow things down.

Besides the obvious increase in speed and fluidity when they’re building, this change will affect other things; Bricktrons will now actively try to path through each other when there is no other path, or if the detour is slower. Also, they won’t switch their load anymore when bumping into another Bricktron. They’ll just keep walking towards their goal without pausing.

Any unit can pass through any unit now, making it much easier to manage your archers on one-brick-thick walls. Haha, one-brick-thick, sounds like a rap album. ˢᵒʳʳʸ⋅

You may be worried that stacking units will allow players to stack a quadrillion Knights on the same voxel and make Stacks of Doom à la CIV 4? No worries – Bricktrons will smoothly swoop outside of each other if they’re stacked on the same voxel. They may communicate in oofs and aahs, but Bricktrons have a pretty solid notion of personal space. Oh and combat units can’t stack while fighting and your Bricktrons can’t pass through enemies. B A L A N C E.

But wait, there’s more! Download now and enjoy these extra great updates, for the low low cost of whatever you’ve already paid for the game:

Bricktrons will now better spread out in harvest tasks, meaning they won’t bundle up on the same tree or the same boulder and work more efficiently.

Tree stumps now require less hammerin’ to get rid of.

Sentinel wards now occupy the voxel above them, stopping players from covering it by accident and making the Sentinel’s projectiles collide with it and never actually fire at enemies, then we get 43 support tickets asking us why their sentinels won’t shoot anymore.

Bricktrons can now reach and build wards that are on a third voxel of height, without stairs or whatnot, just like they can with Bricks since update 1.1.1

We did some work on the tooltips panels to make them cheaper performance-wise.

Fixed an issue that was making Bricktrons think twice as long as they normally should to find a blueprint to use their resource on.

Fixed an issue where, if you dug or placed something under the Idle group marker, it would freeze Bricktrons until you manually moved them.

We hope you’ll enjoy this update as much as we do and as always, thank you for your suggestions, bug reports and feedback! Keep ‘em coming.